Abstract

Business gamification has been gaining in popularity in Poland in recent years and is indeed appearing in companies, especially large ones. However, the implementation of game-based solutions is still not sufficiently described. The technology allows the use of solutions such as AI or Machine Learning, but gamification is not only an IT project. The aim of the article is to determine the stages of implementation of business gamification according to various models, describe the existing differences and confront the results with business practice in Poland. To this end, a scoping review on the subject was carried out in terms of the existing methodologies for the implementation of gamification solutions. In the next stage, a scenario was created to conduct individual in-depth interviews (IDI) with companies implementing gamification projects in business. As a result of the research, the practice of implementing business gamification in Poland was described against the background of the methodologies proposed in the literature. This has led to the identification of several significant differences in implementation stages both between theory and practice and among the implementations proposed by the companies participating in the interviews. An attempt was made to explain these differences by taking the type of IT solution as a criterion.

Highlights

  • Quoted Gartner’s report “Gamification 2020: What Is the Future of Gamification?”indicated that gamification at the beginning of the 2020s would be used primarily in employee training, education, customer engagement and personal development

  • The implementation of gamification in practice by companies implementing business solutions in Poland shows some similarities and a few significant differences to models described in the literature

  • In terms of highlighted implementation stages, business practice includes in projects all phases described in the literature

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Summary

Introduction

Indicated that gamification at the beginning of the 2020s would be used primarily in employee training, education, customer engagement and personal development. The authors point out that more and more contemporary organizations are introducing gamification elements into their activities in order to engage their staff to perform their tasks more efficiently and effectively [3]. In the literature and statements of practitioners, there are more and more business areas for which using gamification has been indicated as reasonable. This includes knowledge sharing [4], human resources management [5], marketing, sales, project management [6], team management [7]. It is even pointed out that with the help of gamification, it is possible for the employees to be occupied by their work, just like a player is while playing [8]

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